Hauntings Overview
Hauntings are very real and can attach to a place, object or person depending upon the spirit. All entities have souls, and are thus capable of becoming spirits. Whether they choose to stay in the spiritual world or move on to reincarnate into their next life is their own choice for their own reasons. Based on their level of haunt, they can interact with the physical world differently.
Humans & Vampyres are very weak haunts. Whether they are benevolent of malevolent, they lack the full connection to gather enough energy to do anything more then moving small or easily movable things such as a glass across the table, closing a door, or opening a door already cracked. They cannot manifest enough to be seen or heard unless someone is a Medium.
Witches have a great deal more influence on the physical plane. They can open and close more things that are latched or heavier, unlock places or lock them, they can make a room feel colder or warmer, they can cause lights or fire to flicker. They can at times interact with phones and radios leaving fragmented static voice to be heard on the line. The more powerful the Witch was, they may even be able to leave marks on the body.
Daemons can do all that of Witches and more. It is a sure sign of a Daemon haunting, when bodies are lifted from the floor to the ceiling, have a strange voice or begin to act unusual. Daemons can do more then just haunt, they can posses. Because their haunts are so much more powerful, Daemons can manifest in ghostly sightings in the night, and whisper in the ears of mortals to influence them.
Playing a Ghost
It is not recommended to build a character to be a Ghost, especially as a first character, because their interactions are very limited. There is no restriction on this, but more encouraged that if you build one t hat it is to fill a plot need for a character they may consistently interact with, or as a side character or NPC.
Should your physical character meet and untimely death from the consequences of their actions, or wrong place at the wrong time, you may continue playing them as a Ghost. There are paths to resurrecting a character, provided there is a character to do so within the realistic framework of the story. If their body is burned or in pieces, that possibility is removed.
Attachment
There is no “formal” attachment on the ghost’s end despite the term commonly used in the physical world. Ghosts merely linger where they want. If that is following an item, a person or lingering in a location, it is simply their choice. Ghosts can be banished, returning them to the location of birth of death, but if they linger in those very spaces then the banishment will “fail”. Banishments are only temporary as the Ghost can eventually return, but it gives enough time to war and protect prior. The best way to get rid of an attachment is working through a medium to figure out what is wanted or needed, and see if the spirit may be put to rest or to bind it.
Binding Ghosts
Bindings can be done by those who can wield magic, Witches and Daemons, through the Warding & Protections path. It is best aided with a Medium but can be done without. The act of binding locks a spirit inside an item like a jar, box or other item of holding. The edges are sealed with wax, and it is taken to a place to be buried or sealed away. Should the item be broken or wax seal be broken, the spirit will be released.